Creator's Comments:
KittyGame [Creator]
Atypical physics fangame with a large open world. Two endings, one 50diff and the other 70diff. Enjoy!
[1] Like
Rating: N/A
Difficulty: 70 70
Feb 23, 2026
7 Reviews:
Cosmoing
IWBTG fangame players when they meet different physics:
anyways it's awesome, I immediately wanted to hop back in after I finished it. The exploration is great and the linear levels are mostly hits too. High recommend
[4] Likes
anyways it's awesome, I immediately wanted to hop back in after I finished it. The exploration is great and the linear levels are mostly hits too. High recommend
Rating: 9.5 95
Difficulty: 70 70
Feb 28, 2026
fha183
You might ask why I didn’t give it a higher score. That’s because I rated it by indie game standards, even though it was also released on Delicious Fruit.
This is absolutely the worst-feeling platformer I’ve ever played—honestly, it even outdoes Morning Dew’s rocket in that regard. To be frank, if it weren’t for the outstanding art and soundtrack, I probably wouldn’t have even bothered to look at it. But as I progressed, that very “bad” control feel gradually fused with the game’s rich and varied level design, to the point where I forgot how rough it initially felt. Now I can say that this seemingly terrible control scheme is actually the very essence of the game.
Right from the start, the game grabbed my attention with a stream-of-consciousness opening animation. Unfortunately, my English isn’t good enough to fully grasp the meaning behind the fragmented narration. When the animation ends, the protagonist is thrown into a massive open-world map. No one tells you what to do. There’s no guidance, not even a map. Everything relies on your own exploration. You can wander aimlessly, admire the scenery along the way, or simply calm down and listen to the sounds of the world. This is where the game’s second stroke of genius lies: what seems like aimless wandering is actually familiarizing yourself with the map; what feels like pointless exploration is in fact the best way to get used to the controls. I truly have to admire this design—beneath the beautifully wrapped “chocolate coating” of the game lies a deeper core that’s even more worthy of discussion.
It took me about an hour just to get familiar with the map before I truly entered the first real level. That hour of exploration was, I must admit, quite torturous at first. I felt just like the protagonist—a newcomer, a clueless rookie, or perhaps a wanderer far from home. But as I gradually became more and more familiar with the terrain, I realized that this hour mattered far more than I had imagined. And rather than calling it suffering, it was more accurate to call it enjoyment—the game’s art and soundtrack had already told me everything.
I really have to say that the art and music are among the best I’ve ever seen in any IW fangame. The last time I felt something like this was with Morning Dew. The white noise and environmental details constantly remind the player that this is a living, breathing world. When you stop controlling the protagonist, they doze off in place. When you pass through a meadow, the grass bends under the character’s weight. Even random NPCs have their own unique animation sets. I can hear cicadas in the forest, the wind echoing through the valley, and even the noise of the junkyard feels strikingly real the moment I put on my headphones. At that point, my body and mind felt completely merged with the game world. That sense of immersion is something I will never forget.
There is much more about this game that players should discover for themselves. To preserve everyone’s experience, I won’t elaborate further. This is a game worth playing for everyone—and an unforgettable experience in my gaming life.
This is absolutely the worst-feeling platformer I’ve ever played—honestly, it even outdoes Morning Dew’s rocket in that regard. To be frank, if it weren’t for the outstanding art and soundtrack, I probably wouldn’t have even bothered to look at it. But as I progressed, that very “bad” control feel gradually fused with the game’s rich and varied level design, to the point where I forgot how rough it initially felt. Now I can say that this seemingly terrible control scheme is actually the very essence of the game.
Right from the start, the game grabbed my attention with a stream-of-consciousness opening animation. Unfortunately, my English isn’t good enough to fully grasp the meaning behind the fragmented narration. When the animation ends, the protagonist is thrown into a massive open-world map. No one tells you what to do. There’s no guidance, not even a map. Everything relies on your own exploration. You can wander aimlessly, admire the scenery along the way, or simply calm down and listen to the sounds of the world. This is where the game’s second stroke of genius lies: what seems like aimless wandering is actually familiarizing yourself with the map; what feels like pointless exploration is in fact the best way to get used to the controls. I truly have to admire this design—beneath the beautifully wrapped “chocolate coating” of the game lies a deeper core that’s even more worthy of discussion.
It took me about an hour just to get familiar with the map before I truly entered the first real level. That hour of exploration was, I must admit, quite torturous at first. I felt just like the protagonist—a newcomer, a clueless rookie, or perhaps a wanderer far from home. But as I gradually became more and more familiar with the terrain, I realized that this hour mattered far more than I had imagined. And rather than calling it suffering, it was more accurate to call it enjoyment—the game’s art and soundtrack had already told me everything.
I really have to say that the art and music are among the best I’ve ever seen in any IW fangame. The last time I felt something like this was with Morning Dew. The white noise and environmental details constantly remind the player that this is a living, breathing world. When you stop controlling the protagonist, they doze off in place. When you pass through a meadow, the grass bends under the character’s weight. Even random NPCs have their own unique animation sets. I can hear cicadas in the forest, the wind echoing through the valley, and even the noise of the junkyard feels strikingly real the moment I put on my headphones. At that point, my body and mind felt completely merged with the game world. That sense of immersion is something I will never forget.
There is much more about this game that players should discover for themselves. To preserve everyone’s experience, I won’t elaborate further. This is a game worth playing for everyone—and an unforgettable experience in my gaming life.
Tagged as: Special
[1] Like
Rating: 8.0 80
Difficulty: 75 75
Feb 27, 2026
DarkMary
Rating based on true ending.
This is the worst-handling platformer I've ever played. The wall-bounce and that pesky inertia force me to control my inputs with pinpoint precision.
[0] Likes
This is the worst-handling platformer I've ever played. The wall-bounce and that pesky inertia force me to control my inputs with pinpoint precision.
Rating: 6.5 65
Difficulty: 65 65
Feb 28, 2026
Delicious Fruit
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